コード例 #1
0
    private void CreateInventorySlotsInWindow()
    {
        for (int i = 0; i < listNumber; i++)//fills the fleet inventory list (change 20 to the size of the players fleet)
        {
            itemSlot      = (GameObject)Instantiate(itemSlotPrefab);
            itemSlot.name = i.ToString();

            itemText      = itemSlot.GetComponentInChildren <Text>() as Text;
            itemText.text = testlist[i];

            testShip = playerInventory.AccessShip(i);

            itemImagePos        = itemSlot.GetComponentInChildren <Image>(); //position to place ship image attached to itemSlotPrefab
            itemImage           = testShip.GetComponent <Image>();           //image of ship attached to ship prefab
            itemImageSprite     = itemImage.sprite;                          //the sprite of the image of the ship attached to ship prefab
            itemImagePos.sprite = itemImageSprite;                           //sets the posision image to be equal to the ship image
            //itemImagePos = itemImage;

            //itemImagePos = testShip.GetComponent<Image>() as Image;

            itemSlot.GetComponent <Toggle>().group = itemSlotToggleGroup;
            itemSlot.transform.SetParent(content.transform);
            itemSlot.GetComponent <RectTransform>().localPosition = new Vector3(xPos, yPos, 0);
            yPos -= (int)itemSlot.GetComponent <RectTransform>().rect.height;
        }
        for (int i = 0; i < 4; i++)//fills the extra space at the bottom
        {
            itemSlot      = (GameObject)Instantiate(emptyItemSlotPrefab);
            itemSlot.name = i.ToString();
            itemSlot.GetComponent <Toggle>().group = itemSlotToggleGroup;
            itemSlot.transform.SetParent(content.transform);
            itemSlot.GetComponent <RectTransform>().localPosition = new Vector3(xPos, yPos, 0);
            yPos -= (int)itemSlot.GetComponent <RectTransform>().rect.height;
        }
    }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        selectedShip = PlayerPrefs.GetInt("selectedShip");
        testShip     = playerInventory.AccessShip(selectedShip);

        itemImage  = testShip.GetComponent <Image>(); //image of ship attached to ship prefab
        itemSprite = itemImage.sprite;                //the sprite of the image of the ship attached to ship prefab
        spritePositionImage.sprite = itemSprite;      //sets the posision image to be equal to the ship image
    }
コード例 #3
0
    public void CreateFleet()
    {
        for (int i = 1; i < fleetSize; i++)
        {
            int testint = battleFormation[i];
            Debug.Log(battleFormation[i]);

            GameObject testobject = m_player_inven.AccessShip(testint);
            if (battleFormation[i] != 0)
            {
                currentPlayerFleet._Add_To_Fleet(testobject);
            }
        }
    }
コード例 #4
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Q))
        {
            currentlySelected.SetActive(false); shipStats.SetActive(false); fleetInventory.SetActive(false); //hides current menus
            fleet.SetActive(true); prebattleSetup.SetActive(true);                                           //shows the previous menus
        }

        if (Input.GetKeyDown(KeyCode.E))
        {
            //formationindex=selectedship
            GameObject preBattleState = GameObject.Find("PreBattleState");
            preBattleState.GetComponent <PreBattleState>().setInventoryIndex(PlayerPrefs.GetInt("selectedShip"));
            preBattleState.GetComponent <PreBattleState>().setBattleFormation();

            GameObject testShip  = playerInventory.AccessShip(preBattleState.GetComponent <PreBattleState>().battleFormation[preBattleState.GetComponent <PreBattleState>().getFormationIndex()]);
            Image      shipImage = testShip.GetComponent <Image>();
            targetImage.sprite = shipImage.sprite;
        }
    }
コード例 #5
0
    void UpdateShipText()
    {
        if (Input.GetKeyUp(KeyCode.S) || Input.GetKeyUp(KeyCode.W))
        {
            currentShip = playerInventory.AccessShip(PlayerPrefs.GetInt("selectedShip")).GetComponent <publicShip>().ShipClass;

            string[] x = currentShip.s_Get_Names();
            float[]  y = currentShip.s_Get_Val();

            text[0].text = testlist[selectedShip];
            text[1].text = x[1];

            text[2].text = y[0].ToString();
            text[3].text = y[1].ToString();
            text[4].text = y[2].ToString();
            text[5].text = y[3].ToString();
            text[6].text = y[4].ToString();

            //for (int i = 0; i < 5; i++)
            //{

            /*
             *  weapontext[0].text = currentShip.s_Weapons[0].name.ToString();
             *  weapontext[1].text = currentShip.s_Weapons[0].w_Get_Dam_H().ToString();
             *  weapontext[2].text = currentShip.s_Weapons[0].w_Get_Dam_S().ToString();
             *  weapontext[3].text = currentShip.s_Weapons[0].w_Type.ToString();
             *  weapontext[4].text = currentShip.s_Weapons[0].w_Ammo.ToString();
             * }
             */
            if (currentShip.s_Weapons[0] != null)
            {
                weapontext1[0].text = currentShip.s_Weapons[0].name.ToString();
                weapontext1[1].text = currentShip.s_Weapons[0].w_Get_Dam_H().ToString();
                weapontext1[2].text = currentShip.s_Weapons[0].w_Get_Dam_S().ToString();
                weapontext1[3].text = currentShip.s_Weapons[0].w_Type.ToString();
                weapontext1[4].text = currentShip.s_Weapons[0].w_Ammo.ToString();
            }
            if (currentShip.s_Weapons[1])
            {
                weapontext2[0].text = currentShip.s_Weapons[1].name.ToString();
                weapontext2[1].text = currentShip.s_Weapons[1].w_Get_Dam_H().ToString();
                weapontext2[2].text = currentShip.s_Weapons[1].w_Get_Dam_S().ToString();
                weapontext2[3].text = currentShip.s_Weapons[1].w_Type.ToString();
                weapontext2[4].text = currentShip.s_Weapons[1].w_Ammo.ToString();
            }
            if (currentShip.s_Weapons[2] != null)
            {
                weapontext3[0].text = currentShip.s_Weapons[2].name.ToString();
                weapontext3[1].text = currentShip.s_Weapons[2].w_Get_Dam_H().ToString();
                weapontext3[2].text = currentShip.s_Weapons[2].w_Get_Dam_S().ToString();
                weapontext3[3].text = currentShip.s_Weapons[2].w_Type.ToString();
                weapontext3[4].text = currentShip.s_Weapons[2].w_Ammo.ToString();
            }
            if (currentShip.s_Weapons[3] != null)
            {
                weapontext4[0].text = currentShip.s_Weapons[3].name.ToString();
                weapontext4[1].text = currentShip.s_Weapons[3].w_Get_Dam_H().ToString();
                weapontext4[2].text = currentShip.s_Weapons[3].w_Get_Dam_S().ToString();
                weapontext4[3].text = currentShip.s_Weapons[3].w_Type.ToString();
                weapontext4[4].text = currentShip.s_Weapons[3].w_Ammo.ToString();
            }
        }
    }